Defining new rules for validation of network devices

ABSTRACT

A system and method for actively validating a network device is provided. Nodes in a network game community are prompted to engage in interrogation and response to facilitate the identification of nodes operating with hacked, modified and non-typical game configurations. In one embodiment, a query is presented to a user&#39;s machine which triggers a response, and where the response indicates whether certain data at the user is valid and wherein invalid data is suggestive of illegal community behavior. Functions are triggered and data is queried to determine whether the state of game environment is operating according to known metrics or constraints.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation and claims the prioritybenefit of U.S. patent application Ser. No. 13/252,150 filed Oct. 3,2011, now U.S. Pat. No. 8,626,710, which is a continuation and claimsthe priority benefit of U.S. patent application Ser. No. 12/352,590filed Jan. 12, 2009, now U.S. Pat. No. 8,032,502, which is acontinuation and claims the priority benefit of U.S. patent applicationSer. No. 11/386,039 filed Mar. 20, 2006, now U.S. Pat. No. 7,480,656.The disclosures of the aforementioned applications are incorporatedherein by reference.

The present application is related to U.S. patent application Ser. No.11/415,881 filed May 1, 2006, U.S. patent application Ser. No.11/449,141 filed Jun. 7, 2006, and U.S. patent application Ser. No.11/725,175 filed Mar. 16, 2007.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates, generally, to network gaming and moreparticularly to systems and methods for validating game users anddevices in a network community of game players.

2. Description of the Related Art

Conventionally, users of electronic games compete with one another byselecting a two-player option associated with a particular electronicgame via a single home gaming console. Accordingly, two players can playat the same time or one-at-a-time in order to compete for points orother awards associated with the particular electronic game.

As electronic game consoles have become more popular and networktechnologies have become more pervasive, more options for head-to-headcompetition are provided. Some electronic game consoles are equippedwith modems or other network connectors for allowing users tocommunicate over a network through the exchange of data related to thegame. By communicating over a network, users can connect to variousother users' gaming consoles either directly or via intermediatecomputing nodes (e.g., a central server or other game consoles in anetwork) and compete against those various other users while playing anetwork game.

Disadvantageously, some users manipulate the network game in order togain unfair advantages while competing with other users playing the samenetwork game. For example, a user may slow or delay the rate at whichthe user's data is sent to other users so that the various other usersdo not receive the user's data in time to react appropriately.

Unscrupulous users may employ an external hardware device thatmanipulates the generation of or access to certain game data whereby agame character may be endowed with special powers or abilities orattributes (e.g., lives, ammunition, and weapons) not genuinely earnedduring game play. Similarly, a game character may become impervious(e.g., invisible) to attacks by other game players.

Certain software methodologies exist (either alone or in conjunctionwith the aforementioned hardware devices) wherein code is temporarily orpermanently installed and/or modified in a gaming device allowing forsimilar advantages. Various other means and methods are known andemployed by users in order to cheat or gain an unfair advantage duringthe course of networked ‘community’ game-play.

Cheating decreases user enjoyment of participating in a networkedcommunity game environment. For example, a particular user playing anetwork game without any illicit outside aides (e.g., cheat codes, hacksand so forth) is at a distinct disadvantage versus a user who is makinguse of such illicit aides. The user who is not cheating may beoverpowered, outgunned, or otherwise inferior in some respect to a userwho is cheating regardless of the individual skills of those users. Ifthe user who does not cheat is continually defeated by a user who doescheat—and often in quick and decisive fashion—the non-cheating user maylose interest in a particular game, a particular game network, or aparticular product or service provider.

This loss of interest adversely affects game developers and networkservice providers who will sell less game titles or find fewer usersutilizing their network game services, respectively. As such, there isan inherent interest for game developers, service providers and honestgame users to identify and eliminate cheating in a network or communitygame environment.

SUMMARY OF THE PRESENTLY CLAIMED INVENTION

The present invention provides a system and method for activelyvalidating network game users with respect to engaging in unfair orillicit game play (i.e., cheating).

According to one embodiment of the present invention, at least one queryis sent to one or more users to determine whether unfair, illicit orotherwise disingenuous game play has occurred or is in progress asreflected by certain data residing at the user's gaming device. Aresponse to the at least one query is received whereby it is determinedwhether the one or more users are valid users (i.e., not cheating). Theresponse to the at least one query is indicative of the nature of gameplay in progress (i.e., whether the at least one user is engaged inunfair game play activity).

Additional embodiments of the present invention advantageously allow foridentification of hacking or modification of game data stores or gameconsole hardware.

Other embodiments of the present invention allow for active validationof network game users through a server query, a peer query, a peer-groupquery or a combination thereof.

Still further embodiments of the present invention utilize a query thattests user integrity, such as confirming the location of functions inmemory, memory hashing, profiling of threads operating on a user gameconsole or combinations thereof.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a schematic diagram of an exemplary architecture forvalidating network users according to some embodiments of the presentinvention;

FIG. 2 illustrates a block diagram of an exemplary electronicentertainment system according to some embodiments of the presentinvention;

FIG. 3 illustrates an exemplary server or sending node according to someembodiments of the present invention;

FIG. 4 illustrates a flow diagram of an exemplary process foridentifying illegal network game activity according to some embodimentsof the present invention; and

FIG. 5 illustrates a flow diagram of an exemplary process for activelyvalidating network game users according to some embodiments of thepresent invention.

DETAILED DESCRIPTION

FIG. 1 illustrates a schematic diagram of an exemplary architecture forvalidating network game users according to some embodiments of thepresent invention. One or more clients 102 include one or more networkgames 104. Network game 104 may be built-in (e.g., pre-loaded) to theclient 102 or be introduced through an optical disk or other datastorage medium. Network game 104 may also be obtained over a network asfurther discussed herein. The client 102 is connected to a server 108via a communications network 106.

The client may comprise 102 a game console such as a PlayStation® 3, alaptop computing device, a portable game device such as the PlayStation®Portable, a desktop computing device, a cellular telephone, or any otherdevice capable of executing the network game 104 and connecting to thenetwork 106. In some embodiments, the client 102 is identified by anidentification number such as a client ID or an address mechanism suchas an IP address. In other embodiments, a user of the client 102 may‘sign on’ to a network with a user name and/or password and may betemporarily associated with the client 102.

In some embodiments of the present invention, the server 108 includesthe network game 104 and the clients 102 access the network game 104 onthe server 108 via the network 106. The network game 104 on the server108 may be the entire game, a portion of the game, data related to thegame or simply a node allowing for the pass though, observation and/orcollection of data related to the game as the game is played by users inthe game community. The network game 104 may be similarly organized atvarious clients 102 (e.g., portions of the game or game data related tothe game). Network game 104 may also be provided through, for example, athird-party content library server. In such an embodiment, the libraryserver may or may not be a participating member of the validationarchitecture.

It should be understood that the reference to a client 102 and a server108 is merely for the convenience of understanding the presentinvention. Embodiments of the present invention may be implemented inthe context of a peer-to-peer network, a client-server network, orwithin a peer-group (e.g., a specified group of peers). Therefore, insome instances, a client 104 may function as a server 108 and vice versadepending on the timing and the nature of a data exchange. For example,various clients in a peer-to-peer network may each comprise a portion ofa network game 104 or data related to that game and may send and receivethe same. As such, any reference to a client 104 or a server 108 ismeant to be inclusive of operations performed by one or both entitiesunless specified otherwise by a particular limitation in the claims. Insome instances, a device with client/server functionality may bereferred to by the generic moniker, ‘network node’ or ‘computing node.’In that regard, client 102 and server 108 may both be considered networkor computing nodes.

The network game 104 comprises any software that may be processed on orby the client 102 and that allows for communication and data exchangeswith the other clients 102 and server 108 via the network 106. Thenetwork 106 may include, for example, the Internet. Other proprietary orclosed networks may be used either exclusively or in conjunction withthe Internet. Certain security protocols (e.g., SSL or VPN) orencryption methodologies may be used to ensure the security of dataexchanges over network 106, especially if the network 106 is a publiclyaccessible network such as the Internet.

Users associated with each of the clients 102 can interact with otherusers playing the network game 104. Accordingly, the users at each ofthe clients 102 can compete with one another despite not beingphysically present with one another or sharing a common gaming device orconsole.

In one exemplary embodiment, the server 108 monitors the users playingthe network game 104 via the network 106. The clients 102 can requestdata from the server 108, such as information pertinent to theparticular network game 104 being played, bug patches, and so forth. Anytype of communication exchange between the clients 102 and the server108 is within the scope of the various embodiments. Further, in someembodiments of the present invention, more than one server 108 may beconnected to the network 106 for the purpose of communicating with theclients 102. For example, back-up or redundancy servers as well asservers with particular tasks such as storing identification informationor preferences related to a particular user as well as servers taskedwith certain DRM, advertising, or payment responsibilities.

In other embodiments of the present invention, the clients 102 monitorthe network games 104 being played by the other clients 102 (e.g., asindividual nodes in a peer-to-peer network or peer-group network). Theclients 102 can communicate data generated during the monitoring processto the server 108 or the clients 102 can store and process the data,themselves. For example, in a peer-to-peer network scenario, each of thenodes in the network can monitor other nodes in the network for certainillicit behaviors.

The validation process implemented by the server 108, clients 102,and/or any one of a variety of nodes in the network detects cheating orunusual activity with respect to the network game 104. For example, agame character may accrue more points than allowed or normally allotted,the game character may possess stronger powers than the network game 104generally provides, and so forth. Any type of unusual behavior oractivity may be detected via the monitoring process discussed herein(e.g., passive validation), as result of random queries (e.g., activevalidation) or a combination of the two (e.g., hybrid validation).

Referring now to FIG. 2, a block diagram of one embodiment of anexemplary electronic entertainment system 200, such as may constituteclient 102 and for playing the network game 104 in accordance with oneembodiment of the invention is shown. The system 200 may comprise, butis not limited to, a main memory 202, a central processing unit (CPU)206, vector processing units VU0 204 and VU1 208, a graphics processingunit (GPU) 210, all of which may be coupled via a bus 236 to aninput/output processor (IOP) 212. The system 200 may also comprise anIOP memory 214, a controller interface 216, a memory card 218, aUniversal Serial Bus (USB) interface 220, and an IEEE 1394 interface222. The system 200 may further include an operating system read-onlymemory (OS ROM) 224, a sound processing unit (SPU) 226, an optical disccontrol unit 228, and a hard disc drive (HDD) 230, all of which may beconnected via a bus 238 to IOP 212.

Some embodiments of the system 200 may also include a network adaptor240, which may offer an Ethernet connection 242 and/or telephonyconnection 244. The system 200 is, in one embodiment, an electronicgaming console; however, the system 200 (or portions thereof) may alsobe implemented as a general-purpose computer, a set-top box, a hand-heldgaming device, or in a mobile device such as a cellular phone. It shouldfurther be noted that various other system architectures may be utilizedwithin the scope of the present invention. For example, the computerarchitecture and high speed processing model disclosed in U.S. patentpublication number 2002-0138637 for a “Computer Architecture andSoftware Cells for Broadband Networks,” the disclosure of which isincorporated herein by reference.

The CPU 206, the VU0 204, the VU1 208, the GPU 210, and the IOP 212communicate via a system bus 236. The CPU 206 communicates with the mainmemory 202 via a dedicated bus 234. The VU1 208 and the GPU 210 may alsocommunicate with one another via a dedicated bus 232. The CPU 206executes programs stored in the OS ROM 224 and the main memory 202. Themain memory 202 may contain pre-stored programs and may also containprograms transferred via the IOP 212 from a CD-ROM, DVD-ROM, or otheroptical disc (not shown) using the optical disc control unit 228. TheIOP 212 controls data exchanges between the CPU 206, the VU0 204, theVU1 208, the GPU 210 and other devices of the system 200, such as thecontroller interface 216, or from other such systems via the networkadaptor 240.

The GPU 210 executes drawing instructions from the CPU 206 and the VU0204 to produce images for display on a display device (not shown). TheVU1 208 transforms objects from three-dimensional coordinates totwo-dimensional coordinates, and sends the two-dimensional coordinatesto the GPU 210. The SPU 226 executes instructions and processes data toproduce sound signals that are output on an audio device (not shown).

A user of the system 200 provides instructions via the controllerinterface 216 to the CPU 206, which may be coupled to a control devicecomprising a joystick, directional buttons, and/or other controlbuttons. For example, the user may instruct the CPU 206 to store certaingame information on the memory card 218, which may be removable (e.g., aflash memory or other non-volatile memory card), or may instruct acharacter in a game to perform some specified action. Other devices maybe connected to the system 200 via the USB interface 220 and the IEEE1394 interface 222, such as an external hardware device allowing forillicit gaming behavior (i.e., cheating).

Some embodiments of the system 200 may comprise a network adaptor 240.The network adaptor 240 provides the hardware functionality necessaryfor the system 200 to connect to a network. The network adaptor 240 maycomprise, for example, a system connector that operates to connect theadaptor 240 to the system 200 through an expansion bus connector 246.The network adaptor 240 may also comprise a power connector and dataconnector to allow for the provisioning of power from the system 200 tothe adaptor 240 and the exchange of data between the system 200 and theadaptor 240. In some embodiments of the present invention, the networkadaptor 240 may also require the installation of certain software in thesystem 200 to allow for identification and connection to a particular IPaddress and/or dial-up to a particular Internet Service Provider.Software may also provide other functionalities, such as the creationand maintenance of user profiles, in addition to functional interactionbetween the system 200 and the network adaptor 240.

The network adaptor 240 may also comprise an Ethernet connection 242.Through the Ethernet connection 242, a network cable (e.g., a 100Base-TX or 10-Base T) may be coupled to the network adaptor 240 forconnection to a network. The network cable may, for example, becommunicatively coupled to a DSL or cable modem. The network cable mayalso be communicatively coupled to, for example, a router via a LANport; the router may then be coupled to a DSL or cable modem through aWAN port. In further embodiments, the Ethernet connection 242 may allowfor a network cable to be connected to a wireless Ethernet bridge. Thewireless Ethernet bridge may be communicatively coupled to a wirelessrouter utilizing, for example, an 802.11x protocol. The wireless routermay be further communicatively coupled to a cable or DSL modem.

The network adaptor 240 may also comprise a telephony connection 244.Through the telephony connection 244, a standard telephone line with,for example, an RJ-11C telephone connector may be connected to thenetwork adaptor 240 and a telephone wall jack. In this regard, thenetwork adaptor 240 may further comprise modem functionality such thatthe system 200 may communicate data over the public switched telephonenetwork via the telephony connection 244.

Other network connection methodologies and system architectures may beimplemented, like those disclosed in commonly owned U.S. patentapplication Ser. No. 10/059,837 for a “System and Method forDistributing Data between a Telephone Network and an EntertainmentNetwork,” the disclosure of which is incorporated herein by reference.

FIG. 3 shows an exemplary network node, such as the server 104 discussedin FIG. 1, according to some embodiments of the present invention. Anoptional rules generator 302 creates and/or processes rules associatedwith the network game 104. The rules may include, for example,parameters for a game environment. In some embodiments, the rulesinclude, but are not limited to, appropriate character fatigue, speed,character strength, goals, power, ammunition, temporal variables, scoreranges, prerequisites for advancement, frequency, and so forth. A rulemay encompass any quantifiable limitation of the game environment or acharacter in the game environment (e.g., a user starting a game with tenlives when the game defaults to three).

Similarly, rules may encompass any identifiable aspect of the gamingenvironment or the hardware and/or software related to generating thatenvironment. For example, the overwriting or modification of certaincode in main memory 202, the presence of certain hardware devices with aparticular device signature present in system 200 via USB Interface 220or IEEE 1394 Interface 222 or the presence of certain data on a memorycard 218 may be subject to a rule (e.g., prohibiting the presence ofdevices evidencing a particular signature). The receipt of or presenceof remnants of certain instruction threads including number, location orspecific characteristics in, for example, main memory 202 or IOP memory214 may also be subject to rules validation (e.g., cheating may notimmediately be occurring but the presence of prior instruction threadsrelated to cheating indicate cheating did at one point occur). Theblocking of the transmission or receipt of particular data via networkadaptor 240 may also constitute the basis for a rule (e.g., prohibitionsof particular data transfers indicate cheating).

Rules are inclusive and may be independently generated by the optionalrules generator 302 or otherwise related to data provided to the rulesgenerator 302 (e.g., by a game developer). Optional rules generator 302,in this regard, may observe (e.g., through monitoring module 306)certain game parameters and develop a rule based on its observations ofa particular network game 104. For example, the generator 302 mayobserve that gaining access to a particular level always requiresmeeting certain prerequisites. The generator 302 may develop a rulereflecting that if a user has achieved access to that particular leveland has not met those prerequisites, that user is cheating. Thoseprerequisites may be observed by the generator 302 and/or related toinformation provided to the generator 302.

A rules library 304 is provided for storing the pre-defined or generatedrules. Various other data may be stored in the rules library 304according to some embodiments of the present invention. For example,statistics about one or more users of the network game 104 may be storedin the rules library 304, or any other storage medium or locale,according to some embodiments of the present invention. Alternativestorage of statistics or other information may occur remotely from anetwork node but is otherwise accessible via the network 106. In someembodiments, the rules are directly input into the rules library 304 ormay have been independently or cooperatively developed by the rulesgenerator 302.

A monitoring module 306 may be configured to monitor user activity withthe network game 104 at the client 102 via data exchanges with theserver 104 via the network 106. Any type of monitoring may beimplemented by the monitoring module 306 (e.g., periodic review of dataexchanges, constant review of data exchanges, review of data exchangesfrom particular nodes, etc.). According to one embodiment of the presentinvention, the monitoring module 306 utilizes rules in the rules library304 and analysis provided by the analysis engine 308 to passively listenfor or detect user activity that deviates from typical user activityassociated with the network game 104.

For example, the rules may indicate how fast a character associated withthe network game 104 can move. The monitoring module 306 may observecharacters in the network game 104 moving in excess of that speed andmay flag one or more characters that moves faster than the rulesindicate is allowed for further investigation or resolution. Themonitoring module may (e.g., in hybrid validation architecture)independently activate the query engine 310 in light of this apparentlyillicit activity that suggests cheating and cause the query engine 310to deliver a query to the apparently offending node to better determinewhether the node is in a valid or invalid state. Such activity isreferred to a hybrid validation in that validation begins passively(i.e., no active query to the offending node) but upon identification ofpossible illicit behavior, a query, which is generally indicative ofactive validation, is delivered to the offending node for a moreaccurate determination of valid or invalid behavior. The combination ofpassive (further described herein) and active validation, together,constitutes hybrid validation.

In some embodiments (e.g., in passive validation architecture), theapparently offending node may be summarily removed from the networkwithout further investigation or data pertaining to this apparentlyillicit activity is logged for future use and/or analysis. Such activityis referred to as passive validation in that no proactive determinationof validity is made; the determination occurs as a result of ‘listening’to behavior at the node.

The monitoring module 306, in some embodiments—including both passiveand hybrid validation—may forward any flags or unusual activity to theanalysis engine 308. The analysis engine 308 may analyze the flaggedactivity to determine whether the activity is, in fact, illegal withrespect to the game environment constraints of the network game 104. Inother words, the analysis engine 308 determines whether the useractivity, in fact, violates the rules associated with the network game104.

For example, the network game user playing the network game 104 may playa nearly perfect game, such as achieving higher than usual scores.While, in many cases, this may be indicative of cheating, the user maysimply be an above-average player. Data stored at the analysis engine308, the rules library 304 or in another data storage locale or means(e.g., an ongoing record of particular game player activity andindicating an ongoing increase in quality of play over several sessions)may be utilized to make a determination whether this player is per secheating or if further investigation via a query from query engine 310is appropriate.

Analysis engine 308 may also determine that while a user of a networkgame 104 presently has a particular advantage, this advantage may be oneactually granted by the developer of the network game 104. For example,the game developer may have implanted an ‘Easter Egg’ or other ‘hidden’functionality or bonus in the game environment such as temporaryinvincibility or excess speed. Certain bonus codes may also berecognized by the network game 104 and allow for game character or gameenvironment enhancements. The analysis engine 308, through a query tothe rules library 304, may determine that this particular behavior—whilein any other context of the game would constitute cheating—is, in fact,permitted since the user has uncovered the Easter Egg or otherwise inputan authorized code providing for such enhanced ability. The analysisengine 308 may also determine whether such enhanced functionalities havebeen disabled with regard to a particular network game environment andwhether that activity, in light of that condition having been presentlydisabled, therein constitutes cheating.

The analysis engine 308 and/or the monitoring module 306, depending upona particular embodiment, may then instruct the query engine 310 to sendone or more queries to the user's game device (system 200) in order togather data that helps the analysis engine 308 determine whether theuser activity qualifies as cheating. The query engine 310 may sendpredetermined queries for the particular network game 104 or the queryengine 310 may generate specific queries for the network game 104 basedon the user activity that is flagged by the monitoring module 306.

For example, if the flagged behavior is one that is usually coupled witha particular cheat device (e.g., an external hardware mechanism), thequery engine 310 may send a query to the client 102 seeking processorthreads related to that device or seek a hash of memory that istraditionally modified by that device.

The query engine 310 generates and sends queries to the client 102 onwhich the network game 104 is being played or that is otherwiseconnected to the server 108 to play the network game 104. Based on a theresponse to the query, analysis engine 308 determines whether a client102 or other network node is presently, has been or is otherwiseconfigured to engage in illegal behavior (i.e., cheating).

Queries generated by the query engine 310 are, in one exemplaryembodiment, asynchronous in that they may be generated and delivered atany time. Other embodiments of the present invention, however, mayutilize a particular schedule or time-table for the delivery of queriesin order to, for example, optimize consumption of bandwidth.Accordingly, a query may only be generated when bandwidth consumptionrelative to a particular network game 104 is at an ebb versus during ahigh computational, high data exchange point of game play. Similarly,queries may be scheduled subject to the number of nodes present in anetwork; upon entry of new nodes to the network; or upon any otherschedule as may be implemented by an administrator of the validationarchitecture.

Each node in the gaming community (e.g., client 102) is configured toreceive the query and respond as set forth by a series of instructionalheaders in the query packet. Providing incorrect or invalid data inresponse to the query is construed as illicit behavior (i.e., cheating)and the invalid node may be dismissed from the community, logged, orotherwise dealt with as is determined by the particular construct of thevalidation architecture in place in a given community or with regard toa particular network game 104.

Failure of any particular node to respond to the query may be implicitlyconstrued as an invalid response (i.e., the queried node did not respondbecause that node does not possess or cannot calculate the properresponsive data). Each query, as a part of the aforementionedinstruction packet header, may reflect a time period in which a responsemust be generated and transmitted to the sending node. In otherembodiments, the sending node may simply time the response of the queryand unilaterally determine that a lack of response within a particularperiod of time constitutes an invalid response and therefore invalidatethe queried node.

In certain networks, delivery of a response may be delayed or impossibledue to a number of factors. For example, in a high traffic network, theproper and valid response may be generated by a queried node buttemporarily delayed by the network due to traffic or other datapriorities (e.g., the delivery of critical game data). The querying nodemay be configured to recognize when certain traffic conditions exist inthe network and to adjust (via query engine 310) the query response timefor providing a valid response.

Similar adjustments or allowances may be made in light of the particularnetwork over which a queried node is connected to the querying node(e.g., a DSL line v. a wireless network v. a 56 kbps dial-up modem). Aquery and response are, at least with regard to a valid node, morereadily transmitted and received over a DSL line, which comprises higherbandwidth than, for example, a dial-up modem. Similarly, if certainlightweight protocols are being used (e.g., UDP versus TCP), additionalleniency may be allowed in that UDP, for example, offers few errorrecovery services unlike TCP, which guarantees delivery of data packets.In such a scenario, the query packet may never be received by thequeried node and no indication of that failure will be communicated tothe querying node. The querying node, via query engine 310, may takesuch possibilities into consideration, in conjunction with analysisengine 308, when determining if a response has been timely received and,further, with regard to disposing of an implicitly invalidated node.

In other embodiments of the present invention, if no response isreceived in response to a query, the query engine 310 may re-transmitthe same query or, in order to prevent an illicit network node fromhaving the benefit of additional processing time to determine thecorrect response to the query, generate a fresh query to that node. Aparticular node may be given so many opportunities to provide a validresponse before the node is dismissed from the network or otherwisecataloged as having engaged in illicit community behavior.

The query itself is intended to determine whether a node in thecommunity network is valid, that is, is the node running instructions orfunctioning as is expected (e.g., has the runtime code been modified).Various cheating mechanisms will introduce new code to the system 200,usually in main memory 202 or IOP memory 214 although code related toillicit activity may also be found on a memory card 218. Certain devicesignatures related to a cheat device connected to the system 200 mayfurther be identified at USB Interface 220 or IEEE 1394 Interface 1394222. The query seeks to determine whether known ‘cheat’ code is presentor whether certain native runtime code at, for example, main memory 202or IOP memory 214, has been modified as the result of a user havingexecuted certain cheat code or the presence of a certain cheat deviceand its related signature, that cheat code having modified the nativeruntime code.

The query generated by the query engine 310, in one embodiment, maycomprise requesting a section of memory from the client 102, that is, astart address and size. The client 102 then answers the query with theappropriate number of bytes of memory commencing at the particularaddress as requested by the query engine 310. Query engine 310, in someembodiments, will request a limited number of memory addresses in thatthe query aims to identify known portions of runtime code that aretraditionally subject to modification or hacking with an aim towardcheating in a community network environment.

If the client 102 fails to respond to the query or provides theincorrect segment of memory as a result of the runtime code having beenaltered by illicit behavior (i.e., cheating), then the client 102 may bedismissed from the network or subject to other penalties or action(e.g., logging of an IP address, development of a record reflecting theclient 102 or an associated user having been engaged in illicitbehavior, restriction of bandwidth, etc.). A validated node (e.g.,client 102) will identify a portion of memory that matches theexpectations of the querying node (e.g., server 104) as reflected by arule in rules library 304.

In another embodiment, the query engine 310 may generate a queryconcerning memory in the context of a hash function and at the client102 in question. A hash function (H) is a transformation that takes avariable-size input (m) and returns a fixed-size string, which is calledthe hash value h (i.e., h=H(m)). The hash value concisely represents thelarger data sample from which it was computed.

In the context of an embodiment of the present invention, the querygenerated by query engine 310 may identify a particular address andportion of memory as in previous embodiments of the present inventionbut further require the application of a hash function against therelevant data in memory. The response to the query (i.e., the hashedportion of memory) would then be required to match the hash value at thequerying node (e.g., server 104) as might be reflected in a lookup tablein rules library 304.

Hashing, as noted above, may be utilized to transform a string ofcharacters associated with the memory requested into a shorterfixed-length value or key representative of the string. Through the useof hashing, efforts of more sophisticated hackers and cheaters arecomplicated in that it is nearly impossible to re-establish the originaldata from the hash value. A hash value is unique in the sense that twodata sets are highly unlikely to result in the same bit string and anyattempt to make changes to the data will negate the value and thus thesignature. A hash function H is one-way in that given a hash value h, itis computationally infeasible to find some input x such that H(x)=h.

For example, applying the CRC32 hash algorithm against the data string<Sony> results in the checksum <69D07CFC>; the data string <SonyComputer Entertainment> produces the checksum <EF7F99BA>; and the datastring <Sony Computer Entertainment America Inc.> results in the uniquechecksum <E3DE35CF>.

Examples of well-known hash functions that may be implemented in thepresent invention are MD2 and MD5 as reflected in Internet RFCs 1320 and1321, which are incorporated herein by reference as well as the SecureHash Algorithm (SHA) as is reflected in FIPS PUB 180, which is furtherincorporated herein by reference. CRC32 (cyclic redundancy check) isstill a further example of a hash function that may be implemented in anembodiment of the present invention. Other known or later developed hashfunctions are within the scope of various embodiments of the presentinvention.

While impossible to re-establish the original data from the hash value,since a query from query engine 310 may refer to a limited number ofmemory addresses, it is conceivable that a hacker or cheater couldindependently generate a look-up table in light of a particular hashalgorithm vis-a-vis a particular address and size (sometimes referredto, generally in the context of hacking computer passwords, as adictionary attack). Thus, when a query is received concerning aparticular address and size and hash algorithm, the cheater may providethe appropriate response via their look-up table. In order to overcomethis possibility, some embodiments of the present invention may utilizea certain degree of randomization as to the particular memory segmentsqueried.

Further embodiments of the present invention, as a means of overcomingindependent look-up tables, may employ salting the hash as a part of thequery generated by query engine 310. Salt is, in its simplest form, aunique string of some fixed length and is provided as a part of thequery in the header instructions of the query packet. The memory segmentidentified by the query is concatenated with the salt and subsequentlyhashed. The possibilities of ‘hacking’ a response to the query arediminished almost to the point of impossibility and the time andprocessing power required to develop an independent look-up tableon-the-fly would far exceed the response time limit to the query and theclient 102 would be timed out for failure to respond to the query. Aproper response will, like the memory query and memory/hash query,provide a response that matches the hash value at the querying node.Failure of the response to match that hash value will result in thequeried node being designated invalid and removed from the community orotherwise addressed as is appropriate in the particular validationarchitecture.

The query, in some embodiments of the present invention, may furtherinclude the detection of threads as they occur through the use ofcertain cheat devices. A processor thread is generally recognized as thearchitectural state within a processor representative of a sequence ofinstructions. Certain devices, when installed, will introduce a seriesof threads in certain numbers and in certain locales in order to allowfor the operation of the device in conjunction with the system 200. Aquery of, for example, main memory 202 or IOP memory 214 at client 102may be related to detection of a known thread, a known number ofthreads, or the presence of threads in a certain location as evidence ofillicit game activity (i.e., cheating) as identified by rules library304.

In some instances, even after certain devices are removed from thesystem 200, the various threads related to that device will not beentirely purged from the system 200, usually main memory 202 or IOPmemory 214. A query of client 102 may relate to the detection of theseso-called ‘ghost threads’ and indicate that while a user is notimmediately engaged in illicit game behavior the user may havepreviously engaged in such behavior and/or otherwise have the means toengage in such behavior in the future.

Queries may also pertain to identification of modules and strings ofdata in the system 200 as identified in the rules library 304. As thesemodules and strings may ‘move,’ especially in IOP memory 214,identification of the particular string or module versus a particularaddress may prove particularly useful with regard to actively validatinga network device. Further, the jump locations in a particular segment ofcode may be ‘nulled out’ whereby code that has been relocated as anormal part of the IOP operation may be verified.

While any one of the aforementioned embodiments may be utilized in thecontext of a query, the query engine 310 may automatically determine orcustomize the particular query in response to activity detected bymonitoring module 306 as may be the case in of passive validationarchitecture.

The analysis engine 308 receives the data in response to the querygenerated by query engine 310 and determines whether the status of aclient device is invalid and reflects cheating or other illicitbehavior. If the client 102 fails to respond to the query from the queryengine 310, the client 102 may be ejected from the network communityeither temporarily or permanently. In some embodiments of the presentinvention, the period a client 102 or a particular user associated withthe client 102 at the time of ejection may increase with the number ofejections.

As previously noted, in some embodiments of the present invention, awindow of time is specified for responding to the query. If the client102 fails to respond to the query within that window of time, the server108 may send another query, eject the user or client 102 from thenetwork community, or allow the user to continue participating in thenetwork game 104 and continue to monitor the user's activity at client102.

In some embodiments of the present invention, like those related topassive validation, the analysis engine 308—in conjunction withmonitoring module 306—may decide that the query engine 310 does not needto send a query. For example, the analysis engine 308 may determine thatwhile a score associated with the network game 104 is high, it is notoutside the parameters for scores set forth in the rules associated withthe network game 104 as provided in the rules library 304 and otherwiseobserved by the monitoring module 306.

If the analysis engine 308 determines that the user is cheating, theoffending node may be ejected, allowed to continue playing, and soforth. In some embodiments, the server 108 or sending node may resolvethe violation (i.e., cheating activity) whereby various types ofresolution may be employed. In some embodiments of the presentinvention, the node tasked with resolving the behavior (e.g., server104) may disable a cheating device or offending code presently runningon the system 200 by sending a patch to remove, modify, or add to theoffending software.

In some embodiments, the analysis engine 308 may generate a list ofusers or client devices 102 that violate the rules associated with thenetwork game 104. In other words, the analysis engine 308 may generate acheater ‘rap sheet.’ The cheating users may then be monitored more oftenby the monitoring module 306 according to some embodiments or employedas a variable for generating future rules by the optional rulesgenerator 302.

In some embodiments, the client 102 may include certain or all of thecomponents discussed in FIG. 3 with regard to server 104 whereby devicebecomes more of a generic network node that may encompass serverfunctionality, client functionality, both or neither (e.g., a router,buffer or intermediate point on a network). Accordingly, the client 102can detect cheating activity occurring on other clients 102, asdiscussed herein. One node in the network may also generated queries ofother nodes in response to an initial request by a server 104.

Nodes may also act in peer-groups whereby, for example, ten particularnodes constitute a group. Groups may be defined by the particular needsor nature of a particular network environment. For example, a group mayconstitute all players of a network game 104. A group may constitute allplayers of a network game 104 and participating via a particular ISP. Agroup may also constitute players in a certain ‘game room,’ that is,players that have been invited to participate with one another orotherwise entered a particular gaming environment of particular users. Agroup may be defined by any parameter that allows for delineation of oneuser from another (e.g., age, experience, game device being used, timelogged on, type of network connection, bandwidth availability, etc.).

Other embodiments may provide for group participation in analysis of thequery response. For example, multiple sending nodes may send a query toa particular receiving node. These queries may be identical or eachrequest different information. In some embodiments, a correct responseto the various queries may be required by all or a certain percentage ofthe querying nodes to further ensure the validity of the queried node inthe community network.

Furthermore, although various components are discussed in connectionwith FIG. 3, the server 104 and/or the client 102 may include more orfewer components and still fall within the scope of various embodimentsof the present invention.

FIG. 4 shows a flow diagram of an exemplary process for identifyingillegal network game activity according to some embodiments of thepresent invention. The illegal network game activity may include, asdiscussed herein, violation of the rules associated with the networkgame 104 or any other cheating activity by the network game users.

At optional step 402 network game play is monitored. Monitoring of gameplay may, in some embodiments, only be implemented in passive validationarchitecture. Notwithstanding, the monitoring module 306 discussed inFIG. 3 can monitor user activity associated with the network game 104.As discussed herein, any type of monitoring, observation, and so forthmay be employed.

At optional step 404, a determination whether there is anything unusualabout a particular player's actions in the network game 104. Step 404may, like step 402, be most appropriate in passive validationarchitecture. If no unusual activity is detected, the monitoring module306 continues to monitor the network game user's activities in thenetwork game 104.

If unusual activity is detected (e.g., in passive or hybrid validationarchitecture) or as might otherwise be scheduled or in response to ascheduled or randomized and asynchronous implementation of the queryengine 310 (e.g., in active validation architecture), the query engine310 sends a query to a client 102 (e.g., one that might be associatedwith unusual activity), at step 406. Based on the response to the query,the analysis engine 308 determines whether the unusual activity isillegal at step 408. If the node (e.g., client 102) is validated, thepresent query-response interaction comes to an end in the case of activevalidation architecture. In the case of passive or hybrid validationarchitecture, monitoring module 306 continues to monitor activity ofnode likes client 102 in the network.

If the node (e.g., client 102) is not validated, certain illegalactivity may be resolved at step 410. As discussed herein, variousresolutions may be employed, such as sending software to the node to addto, modify, or remove the offending software, warning the user at theoffending node, creating a watch list concerning the offendingclient/user, and so forth.

At step 412, the server 108 or, in a peer-to-peer or group-peerscenario, the clients 102, determine whether to allow the network gameuser to continue to play in the network. If the network game user isallowed to continue to play, the node remains subject to future queriesand/or monitoring in active, passive or hybrid validation architecturesas is appropriate. If the network game user is not allowed to continue,the server 108 or the other clients 102 can eject the network game user,such as by ceasing data communication with the particular network gameuser. In some embodiments, the network game user that is not allowed tocontinue participating in the network game 104 is notified that thenetwork game user is being ejected. In yet another embodiment, thenetwork game user may be denied future participation in a particularnetwork game or, in extreme cases, may be denied access to the gamingnetwork or community.

Referring now to FIG. 5, a flow diagram of an exemplary process foractively validating network game users is shown as may be used inconjunction with the process of FIG. 4. At step 502, a query is sent tothe one or more users. The query may be sent to the client 102associated with the one or more users based on detected unusualactivity, at specified intervals without detection of unusual activity,and so forth. Any method for determining when to send a query may beemployed. As discussed herein, the query may be customized according tothe network game user, the query may be predetermined, and so forth. Thequery may also comprise any type of query, such as a query requesting aspecific area of the memory associated with the network game 104 or thenetwork game user's participation in the game, a hash of the memory orspecified area of the memory, a hash of the memory and a salt associatedwith the memory requested, identification of threads, modules, stringsof data and so forth.

At step 504, an answer to the query is received. As discussed herein, insome embodiments, the one or more users may be ejected if the client 102fails to respond to the query either correctly and/or in a timelyfashion.

At step 506, it is determined whether the one or more users are validbased on the response to the query. As discussed herein, the networkgame user, may be considered valid if it is determined, by an analysisengine 308 at the server 108 or the other clients 102, that the networkgame user is not cheating, is not violating the rules associated withthe network game 104, and so on. The response to the query may beutilized to further query the network game user where the response isnot acceptable, or is otherwise suspicious.

The response may be analyzed by the analysis engine 308 in order todetermine whether the network game user is valid. As discussed herein,the network game user may be warned, ejected from the network game 104,monitored, and so forth. As discussed herein, the violation or cheatingmay be resolved according to some embodiments, such as by sending datato add to, modify, or delete the cheating device, with or without noticeto the network game user. Any type of resolution is within the scope ofvarious embodiments of the present invention.

In some embodiments, as discussed herein, a list of cheating networkgame users may be generated and recorded, or stored. In otherembodiments, a list of validated network game users may be generated. Inother words, a list of the network game users that are not determined tobe cheating may be generated, those users having established trust withthe community over a period of time. Accordingly, the network game usersthat are validated may be monitored less while the network game usersthat have a history of cheating may be monitored more, according to someembodiments, or as may be determined by optional rules generator 302.

While various embodiments have been described above, it should beunderstood that they have been presented by way of example only, and notlimitation. For example, any of the elements associated with the client102, the network game 104, and/or the server 108 may employ any of thedesired functionality set forth hereinabove. Thus, the breadth and scopeof a preferred embodiment should not be limited by any of theabove-described exemplary embodiments.

The present invention may also be used in the context of validatingcertain permissions and/or copyright protections that may exist withregard to copyrighted content. Content may be validated through a queryto verify whether a particular party or device has the authority to‘play’ that content.

Further, the present invention may be used in the context of providingupdates to various computing devices wherein it is determined that aportion of software (e.g., as may be determined through a query) isout-of-date and in need of updating or overwriting.

The present invention may be further implemented in a common networkgame 104 that is operable over a mixed network of end user devices(e.g., clients 102). For example, one client device 102 may be apersonal computer; a second client device 102 may be a homeentertainment system such as a PlayStation®2 or PlayStation®3 availablefrom Sony Computer Entertainment Inc. Another client device 102 may be aportable gaming device such as a PSP™ (also from Sony ComputerEntertainment Inc.) whereas a fourth client 102 may be a homeentertainment system of a different manufacture such as an Xbox asmanufactured by Microsoft Corporation or a GameCube as manufactured byNintendo Co., Ltd. The present anti-cheat methodologies described hereinare fully intended to be operable amongst a related or non-related groupof devices.

What is claimed is:
 1. A method for validating devices in a gamingnetwork, the method comprising: maintaining in memory game play historyfor each of a plurality of game players in the gaming network, whereineach game player is assigned to a list of trustworthy game players or alist of cheating game players based on the stored game play history ofthe game player; sending one or more queries to one of the game playersover a communication network, wherein each query is directed atgathering data regarding a game device associated with the game player;and executing instructions stored in memory, wherein execution of theinstructions by a processor: updates the list of trustworthy gameplayers or the list of cheating game players based on whether a validquery response has been received from the game player within thepredetermined period of time, and adjusts timing of monitoring by amonitoring module of subsequent game play data from the game player, theadjustment based on whether the game player appears on the list oftrustworthy game players or the list of cheating game players.